Method for providing battle game, server device, and computer-readable recording medium

ABSTRACT

User-involved battle development with strategic or tactical elements in a game is enabled. A method, implemented in a computer including a control unit, for providing a battle game in which a user repeatedly attacks and defends against an opponent using a plurality of objects placed in a plurality of areas arranged in a matrix, includes: a selection step of causing the user to select an area from the plurality of areas, and holding the area which has been already selected as a selected area; a first execution step of causing an object placed in the selected area, to execute a first action; a determination step of determining whether or not a combination of an already selected area and the currently selected area matches at least one line which is any of a row, a column, and a diagonal of the matrix; and a second execution step of causing an object to execute a second action, in the case where the determination step determines that the combination matches the at least one line.

CROSS-REFERENCE TO RELATED APPLICATIONS

This is a continuation application of U.S. patent application Ser. No.14/283,903, filed May 21, 2014, which is based upon and claims benefitof priority from Japanese Application No. 2014-059708, filed Mar. 24,2014 and Japanese Application No. 2013-108368, filed May 22, 2013; theentire contents of which are incorporated herein by reference.

TECHNICAL FIELD

Disclosed herein are a method for providing a battle game, a serverdevice, and a computer readable recording medium.

BACKGROUND

Conventionally, there are many techniques relating to game systems forproviding battle games using cards possessed by users. For example,Patent Document JP2008-220984 A describes a game device for playing abattle using a deck that is composed of a predetermined number of cards.In particular, Patent Document JP2008-220984 A discloses a techniquerelating to a game device that includes control means for outputting, asadvice, a deck evaluation message evaluating a deck selected by a gameplayer.

SUMMARY

However, in the conventional techniques as in the game device in PatentDocument JP2008-220984 A, for example a special attack such as a skillattack is exercised probabilistically, and user-involved battledevelopment with strategic or tactical elements is not possible.

In view of the above-mentioned circumstances, embodiments disclosedherein provide a server device, a control method for the server device,a program, and a game system that enable user-involved battledevelopment with strategic or tactical elements in a game.

A computer according to the present disclosure is a server device forproviding a battle game in which a user repeatedly attacks and defendsagainst an opponent using a plurality of objects placed in a pluralityof areas arranged in a matrix, the server device including: a selectionunit for causing the user to select an area from the plurality of areas,and holding the area which has been already selected as a selected area;a first execution unit for causing an object placed in the selectedarea, to execute a first action; a determination unit for determiningwhether or not a combination of an already selected area and thecurrently selected area matches at least one line which is any of a row,a column, and a diagonal of the matrix; and a second execution unit forcausing an object to execute a second action, in the case where thedetermination unit determines that the combination matches the at leastone line.

The term “object” means an object used in the game and visible to theuser. An example of the object is a character representing a human or amonster, though the object is not limited to such.

It is desirable that the selection unit presents one or more areas asoptions so that the user selects the area from areas other than thealready selected area.

It is desirable that the first action is at least one of an attack, adefense, a recovery, and an ability improvement.

It is desirable that the second action is an enhanced action of thefirst action.

The object may have, as an action range, the number of areas on whichthe first action is to be executed, and the first execution unit maycause the object of the user to execute the first action on, from amongareas of the opponent, the number of areas as the action range of theobject.

In the case where the object placed in the selected area extends acrossa plurality of areas, the first execution unit may cause the pluralityof areas to execute the first action.

An information processing method according to the present disclosure isa method, implemented in an information processing device including acontrol unit, for providing a battle game in which a user repeatedlyattacks and defends against an opponent using a plurality of objectsplaced in a plurality of areas arranged in a matrix, the method causinga computer to execute: a step of causing the user to select an area fromthe plurality of areas, and holding the area which has been alreadyselected as a selected area; a step of causing an object placed in theselected area, to execute a first action; a step of determining whetheror not a combination of an already selected area and the currentlyselected area matches at least one line which is any of a row, a column,and a diagonal of the matrix; and a step of causing an object to executea second action, in the case where the step of determining determinesthat the combination matches a predetermined pattern.

A program according to the present disclosure is a program for providinga battle game in which a user repeatedly attacks and defends against anopponent using a plurality of objects placed in a plurality of areasarranged in a matrix, the program causing a computer to function as:means for causing the user to select an area from the plurality ofareas, and holding the area which has been already selected as aselected area; means for causing an object placed in the selected area,to execute a first action; means for determining whether or not acombination of an already selected area and the currently selected areamatches at least one line which is any of a row, a column, and adiagonal of the matrix; and means for causing an object to execute asecond action, in the case where the means for determining determinesthat the combination matches a predetermined pattern.

A game system according to the present disclosure is a game system forproviding a battle game in which a user repeatedly attacks and defendsagainst an opponent using a plurality of objects placed in a pluralityof areas arranged in a matrix, the game system including a server deviceand a terminal device, wherein the server device includes: a selectionunit for causing the user to select an area from the plurality of areas,and holding the area which has been already selected as a selected area;a first execution unit for causing an object placed in the selectedarea, to execute a first action; a determination unit for determiningwhether or not a combination of an already selected area and thecurrently selected area matches at least one line which is any of a row,a column, and a diagonal of the matrix; and a second execution unit forcausing an object to execute a second action, in the case where thedetermination unit determines that the combination matches apredetermined pattern, and wherein the terminal device includes: acommunication unit for connecting to the server device; a display unitfor displaying an image relating to the battle game; and an input unitfor receiving the area selected by the user.

The term “game system” means a system including an informationprocessing device and the like and for providing a specific function tothe user. Examples of the game system include a server device, a cloudcomputing system, an application service provider (ASP) system, and aclient-server model, though the game system is not limited to such.

A program according to the present disclosure may be installed or loadedinto a computer, through any of various types of recording mediaincluding an optical disc such as a CD-ROM, a magnetic disk, and asemiconductor memory or by being downloaded via a communication networkor the like.

In this specification, the term “unit” does not merely mean a physicalcomponent, but covers the case where the component's function isrealized by software. One component's function may be realized by two ormore physical components, and two or more components' functions may berealized by one physical component.

A game system according to the present disclosure is a server device forproviding a battle game in which a user repeatedly attacks and defendsagainst an opponent using a plurality of objects placed in a pluralityof areas arranged in a matrix, the server device including: a selectionunit for causing the user to select an area from the plurality of areas,and holding the area which has been already selected as a selected area;a first execution unit for causing an object placed in the selectedarea, to execute a first action; a determination unit for determiningwhether or not a combination of an already selected area and thecurrently selected area matches at least one line which is any of a row,a column, and a diagonal of the matrix; and a second execution unit forcausing an object to execute a second action, in the case where thedetermination unit determines that the combination matches the at leastone line. This enables user-involved battle development with strategicor tactical elements in a game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram showing a structure of a game system in Embodiment1;

FIG. 2 is a block diagram of a server device in Embodiment 1;

FIG. 3 is a diagram showing a user information table in Embodiment 1;

FIG. 4 is a diagram showing a character information table in Embodiment1;

FIG. 5 is a diagram showing a card information table in Embodiment 1;

FIG. 6 is a diagram showing a pattern information table in Embodiment 1;

FIG. 7 is a flowchart showing process flow of the game system inEmbodiment 1;

FIGS. 8A and 8B are diagrams schematically showing decks and cards inEmbodiment 1;

FIG. 8C shows cards drawn by the user in Embodiment 1; and

FIG. 9 is a diagram showing information extracted from the characterinformation table in Embodiment 1.

DETAILED DESCRIPTION

The following describes Embodiment 1 with reference to FIGS. 1 to 9.

FIG. 1 is a diagram showing a system structure of a game system 10according to this embodiment. As shown in FIG. 1, the game system 10includes a server device 100 and mobile terminals 200A to 200D(hereafter the mobile terminals 200A to 200D are collectively referredto as “mobile terminal 200”). The server device 100 is a server computerconnected to a network 300 such as the Internet or a dedicated line. Themobile terminal 200 is a terminal device wiredly or wirelessly connectedto the network 300, as with the server device 100. The server device 100and the mobile terminal 200 are set to be capable of communicating witheach other, thus constituting the game system 10. Though this embodimentdescribes the case where the game system 10 includes the server device100 and the mobile terminal 200, the game system 10 is not limited tosuch. For example, the game system 10 may be a cloud computing system.In this case, the user uses the computer process of the game system 10via a network, as a service. Alternatively, the game system 10 may be asystem including an ASP server.

The mobile terminal 200 is an information processing device thatcommunicates with the server device 100 via the network 300. Specificexamples of the mobile terminal 200 include a mobile phone, asmartphone, a notebook PC, and a PDA. The mobile terminal 200 preferablyincludes a main control unit including a CPU and a memory, acommunication unit for connecting to the network 300, an input unit suchas a touch panel for receiving operations from the user, a display unitfor displaying cards and decks, and the like, though not shown inFIG. 1. Though this embodiment describes the case where the terminalused by the user to access the server device 100 is the mobile terminal200, the terminal is not limited to such, and may be, for example, anon-portable terminal device such as a desktop PC.

An overview of the game system 10 is given first, taking a game usingcharacters as an example. The server device 100 provides a battle gamein which the user and his or her opponent alternate between offense anddefense in each turn using a plurality of characters placed in aplurality of areas arranged in a matrix.

The user of the game system 10 is provided with the game, by connectingto the server device 100 using the mobile terminal 200 connected to thenetwork 300. When connected to the server device 100, the user plays thebattle in the game using his or her characters. Though this embodimentdescribes the case where the battle is fought between the user and anenemy character (e.g. a monster) provided by the game system 10, thebattle is not limited to such, and may be fought between users. Thebattle is made up of an offensive turn in which the user attacks usinghis or her characters and a defensive turn in which the user defendsagainst attack by the opponent or the enemy character.

The user places his or her characters in any positions, to form acharacter set. This set of arranged characters is referred to as “deck”.Before the battle, the user determines the layout of characters, andcreates the deck. It is desirable that the deck as a whole has oneparameter for each of attack power, defense power, physical strength,attribute, and the like. The battle may be arranged so that one loses ifthe physical strength of the whole deck reaches 0, or loses if thephysical strength of any of the characters in the deck reaches 0.

The locations in the deck where the characters are placed are eachreferred to as “area”. The user places the characters in the areasaccording to the property of each character, to form the deck. Forexample, a character that needs to be placed in three vertical areas, acharacter that needs to be placed in three horizontal areas, and thelike may be used in the game. The number of areas necessary forplacement is referred to as “character placement range”.

Any number and positions of areas included in the deck can be set by asystem administrator for each game. In this embodiment, the areas arearranged in a matrix of three rows and three columns. However, this isnot a limit, and the areas may be arranged in four rows and fivecolumns. Moreover, the number of decks that can be used in the battlegame is not limited to 1. As an example, a plurality of users may use aplurality of decks when fighting one enemy character. As anotherexample, one user may use a plurality of decks in the battle.

Each area is assigned a number as an identifier, which is displayed onthe screen of the mobile terminal 200. The identifiers are not limitedto numbers, and may be displayed as colors, symbols, or the like. Thesame identifier may be assigned to a plurality of areas. For example, inthe case where the identifiers are numbers, a plurality of areas in thedeck may be assigned “1”. Moreover, the identifiers assigned to theenemy character's deck may be randomly determined by the server device100 or freely determined by the user. Note, however, the following. Asan example, suppose the same identifier is assigned to a plurality ofareas, and as a result one identifier is absent in the deck. When thisidentifier is selected in the process of the below-mentioned selectionunit 111A, the user cannot execute an action such as an attack. Asanother example, suppose the user assigns the identifier “1” to allareas in the deck, upon assignment of identifiers to areas. When “1” isselected in the process of the below-mentioned selection unit 111A, allareas are selected and bingo described later is achieved in a pluralityof lines at once. When an identifier other than “1” is selected in theprocess of the selection unit 111A, on the other hand, the user cannotexecute an action such as an attack.

In each offensive turn, the user selects an area in the deck, and has acharacter execute an action (first action). In the case where thecombination of the already selected area or areas, hereafter the same)and the currently selected area matches a predetermined pattern, theserver device 100 causes the character to execute a special action(second action). The term “bingo” means that the combination of thealready selected area and the currently selected area matches apredetermined pattern. An opened area which is in a selected state fromthe beginning may be included in the deck. The opened area may bedetermined through user selection or randomly determined at the start ofthe battle game. Whether or not there is any opened area and the numberof opened areas may be changed based on the user information such ashistory information of the user, in a period after the start of thegame.

The following describes each component of the server device 100 forrealizing the game system 10, with reference to FIG. 2. FIG. 2 is ablock diagram of the server device 100. As shown in FIG. 2, the serverdevice 100 includes a control unit 110, an input unit 120, a storageunit 130, and a communication unit 140.

The control unit 110 includes a computing unit 111 such as a CPU or anMPU, an image processing unit 112, and a memory 113 such as a RAM. Thecomputing unit 111 operates various functional units, by executingprograms stored in the storage unit 130 based on various inputs. Theprograms stored in a recording medium such as a CD-ROM or distributedvia the network 300 may be installed in the computer. The memory 113 isused for temporarily storing a server program, a game program, andvarious data necessary for operations and the like during the executionof processes in these programs.

The image processing unit 112 generates images to be transmitted to themobile terminal 200 of the user. The generated images include images ofcharacters, cards, and decks described later.

The input unit 120 receives operations from the administrator of theserver device 100, and is realized by a keyboard, a mouse, a touchpanel, and the like.

The storage unit 130 is a storage device such as a hard disk, and storesvarious programs necessary for the execution of processes in the controlunit 110, data necessary for the execution of various programs, and thelike. In detail, the storage unit 130 desirably holds a user informationtable 130A, a character information table 130B, a card information table130C, and a pattern information table 130D.

FIG. 3 is a diagram showing the user information table 130A. The userinformation table 130A includes user information of each user such as auser ID, a password, and history information (level, status, playingtime, possessed characters, possessed cards) which is the game historyof the user, as shown in FIG. 3.

FIG. 4 is a diagram showing the character information table 130B. Eachcharacter has parameters and range properties. The parameters of thecharacter may include attribute, attack power, defense power, physicalstrength, and rarity. For instance, the rarity is desirably rankedaccording to the rarity value of the item. The parameters of thecharacter may also include speed. As an example, a character with higherspeed may be able to execute more actions in one turn or make apreemptive attack.

The range properties of the character may include an action rangeindicating the number of areas on which the first action is to beexecuted, and a placement range indicating the number of areas necessaryto place the character in the deck. An example of the action range is anattack range indicating the number of areas in which the character candamage the opponent when attacking the opponent. The attack range may bedetermined depending on the type of attack, various parameters,remaining HP (Hit Point), and remaining MP (Magic Point) of thecharacter. The character information table 1308 includes these rangeproperties and parameters (attribute, attack power, defense power,physical strength, etc.) of each character in association with acharacter ID and a character name, as shown in FIG. 4. The parameters ofthe character may include an action property. The action propertyindicates the character's tendency regarding ease of action such as anattack, a defense, a recovery, an ability improvement (skillimprovement), and speed. It is desirable that the below-mentionedexecution unit 1118 causes the character to execute the first actionbased on the action property. For example, in the case where thecharacter is set to make a magic attack in the action property and theMP indicating the number of times the magic attack can be made isavailable, the magic attack is given priority. In the case where thecharacter is set to make the magic attack but the MP reaches 0, a strikeattack may be made as the easiest action next to the magic attack. Whichof the user and the opponent attacks first may be determined dependingon the action property such as speed.

FIG. 5 is a diagram showing the card information table 130C. The term“card” means a card on which an option for the user to select a givenarea from the plurality of areas is written. Though this embodimentdescribes, as an option, a card on which an area identifier is written,the present disclosure is not limited to such.

Each card has a special effect and an area identifier written on it. Aplurality of identifiers may be written on the card. An example of thespecial effect is an effect of enhancing the parameter, such as speed,attack power, or defense power, of the character placed in the areahaving the identifier written on the card. A card with anarea-independent special effect such as an effect of enabling actions ofall characters, an effect of enabling actions of all characters whose HPis less than or equal to a predetermined level, or an effect of enablingactions of all characters in one row or in one column may be provided,too. The card information table 130C includes such a special effect andarea identifier of each card in association with a card ID and a cardname, as shown in FIG. 5.

FIG. 6 is a diagram showing the pattern information table 130D. The term“pattern” means a predetermined combination of areas arranged in thematrix. Examples of the pattern include a row, a column, and a diagonal.The pattern information table 130D includes each predeterminedcombination of areas and its pattern ID, as shown in FIG. 6.

Referring back to FIG. 2, the rest of the structure of the server device100 is described below.

The communication unit 140 connects the server device 100 to the network300. For example, the communication unit 140 may be realized by: a LANcard, an analog modem, an ISDN modem, or the like; and an interface forconnecting it to the processing units via a transmission path such as asystem bus.

The computing unit 111 includes the selection unit 111A, the executionunit 111B, and a determination unit 111C as functional units, as shownin FIG. 2.

The selection unit 111A holds an area which has been already selectedfrom the plurality of areas, as a selected area. The area may beselected by the user or by the selection unit 111A. The selection unit111A can temporarily store the selected area in the memory 113. In thecase where the deck includes an opened area, the selection unit 111A cantreat the opened area as a selected area.

It is desirable that the selection unit 111A presents one or more areasas options so that the user selects an area from the areas other thanthe already selected area. In detail, the selection unit 111A can createa set of cards using cards on which one or more areas are written, andcause the user to draw any card from the set. In this embodiment, in thebattle the selection unit 111A causes the user to select three cards onwhich area identifiers are written from the set of cards, and presentsthe selected cards. The user selects one card upon each offensive turn,to use the card. Each time a card is used, the user can draw a new cardfrom the set of cards. The number of cards dealt and the way of dealingcards are not limited to such. For example, the server device 100 mayrandomly deal cards to the user.

Moreover, the selection unit 111A can select areas in predeterminedorder. For example, before the user places the characters in the deck,the selection unit 111A may present the order of areas selected in a setof cards or the like, and select the areas in this order. Thisencourages the user to think about which characters should be placed inareas where bingo is likely to be achieved.

Further, the selection unit 111A can automatically set an area in whicha character whose HP has reached 0 is placed or an area in which acharacter who has become unable to fight due to the opponent's attack isplaced, as a selected area. Thus, when the user is driven into a moredisadvantageous state, bingo is more likely to be achieved. Thisincreases the fun of the game.

The execution unit 111B includes: first execution means for causing thecharacter placed in the selected area to execute the first action; andsecond execution means for executing the second action in the case whereit is determined that the combination of the already selected area andthe currently selected area matches at least one line which is any of arow, a column, and a diagonal of the matrix (i.e. bingo is achieved).The first action includes at least one action out of an attack, adefense, a recovery, and an ability improvement. The second action maybe an enhanced action of the first action. Examples of the second actioninclude a special attack with higher attack power than a normal attack,an attribute attack, a full recovery, and a skill improvement. Indetail, the second action may be an attack made by summoning a monster.

Upon receiving information about the card selected by the user, theexecution unit 111B causes the character placed in the selected area toexecute the first action, with reference to the range property and theaction property of the character in the character information table130B. For example, in the case where the character placed in theselected area extends across a plurality of areas, the execution unit111B can cause the character to execute the first action. The executionunit 111B can also cause the character of the user to execute the firstaction on, from among the areas in the opponent's deck, the number ofareas which is the action range of the character. The execution unit111B may determine the number and positions of areas as the actionrange, depending on the parameters and type of attack such as exercisedskill of the character.

The execution unit 111B can produce an effect of developing the battlegame to the user's advantage, in the case where it is determined in theprocess of the below-mentioned determination unit 111C that bingo isachieved in a plurality of lines. Examples of the effect of developingthe battle game to the user's advantage include: improving the skill ofthe character; giving an item usable in the game; giving points that canbe exchanged with an item usable in the game; increasing attack poweragainst the opponent; exercising a special attack; and increasing thenumber of areas as the action range of the character.

The determination unit 111C determines whether or not the combination ofthe already selected area and the currently selected area matches atleast one line which is any of a row, a column, and a diagonal of thematrix, that is, whether or not bingo is achieved. In the case wherebingo is achieved, the determination unit 111C notifies the executionunit 1118.

The following describes process flow of the server device 100, withreference to FIG. 7. Process steps included in the process flowdescribed below may be optionally executed in different order orexecuted in parallel and also other step(s) may be added between theprocess steps, without causing contradiction in the processes. Besides,one step so described for convenience may be executed separately in aplurality of steps, and a plurality of steps so described forconvenience may be executed as one step.

FIG. 7 is a flowchart showing process flow of the server device. First,the server device 100 receives access from the user using the mobileterminal 200A (S101). Here, a game start request is transmitted from themobile terminal 200A to the computing unit 111. It is desirable that,before starting the game, the server device 100 requests input of logininformation such as a user ID and a password. Having recognized thelogin information, the computing unit 111 in the server device 100acquires user-specific history information associated with the user IDfrom the user information table 130A in the storage unit 130, and allowsthe user to resume the game from where the user left last time.

When the server device 100 receives the game start request from theuser, the image processing unit 112 displays a list screen of characterspossessed by the user (S102). It is desirable that not only the image ofeach character but also the parameters, properties, number ofpossessions, and the like of each character are displayed in the listscreen. This enables the user to form the deck based on the parametersand the like of each character.

The user selects characters which he or she wants to place in the deckfrom the character list screen, and determines, for each character, anarea in which the character is placed in the deck. FIG. BA shows anexample of the deck arranged by the user. The number and combination ofcharacters that can be placed vary depending on the placement propertyof each selected character. The computing unit 111 temporarily storesthe deck arranged by the user in the memory 113 (S103).

The computing unit 111 causes the mobile terminal 200A to display aquestion of whether or not to play the battle with this deck. When theuser selects “not play”, the process returns to S102, and the deckcreation process starts again.

When the user selects “play battle”, the deck created by the user andthe enemy character's deck are displayed on the screen of the mobileterminal 200A. FIG. 8B shows an example of the enemy character's deck.Though this embodiment describes the case where the user's opponent isthe enemy character provided by the server device 100, the battle may befought between users.

The user places a character 501 in areas 1, 2, 4, and 5, a character 502in area 7, a character 503 in areas 3 and 6, and a character 504 inareas 8 and 9, as shown in FIG. 8A. The enemy character places acharacter 601 in area 4, a character 602 in area 2, a character 603 inareas 8 and 9, a character 604 in areas 1, 3, 6, and 7, and a character605 in area 5, as shown in FIG. 8B. It is desirable that the way ofassigning identifiers to the areas in the deck is different between theuser and the enemy character, as shown in FIGS. 8A and 8B. In this way,a tactical element of achieving bingo only in the user's deck whilepreventing the opponent from achieving bingo can be added to the game.The identifiers assigned to the areas of the enemy character may berandomly determined by the computing unit 111 in the server device 100,or determined by the user.

FIG. 9 shows the properties and parameters of these characters extractedfrom the character information table 130B. The characters 501 and 604correspond to a character with UID012. The characters 502, 601, 602, and605 correspond to a character with UID025. The characters 504 and 603correspond to a character with UID066. The character 503 corresponds toa character with UID010.

The HP of the user's deck is 750, which is the sum total of the HP ofthe characters 501 to 504. The HP of the enemy character's deck is 750,which is the sum total of the HP of the characters 601 to 605. Thebattle ends when the HP of either the user's deck or the enemycharacter's deck reaches 0.

When the battle starts, the selection unit 111A forms the set of cardsfrom the cards in the card information table 130C, causes the user toselect any three cards from the set, and presents the selected cards(S104). FIG. 8C shows an example of the three cards drawn by the user.When the user possesses any card, the possessed card may be included inthe target of selection in the selection unit 111A.

In the example shown in FIG. 8C, cards 701 to 703 are presented asoptions. Area 1 is written on the card 701, area 7 is written on thecard 702, and the bottom row is written on the card 703 as options. Thecomputing unit 111 receives a card selected by the user (S105).

Based on the selected card, the execution unit 111B causes thecorresponding character to execute the first action, by referring to theaction property of the character (S106). For example, in the case wherethe card 701 is selected, the character 501 of the user and thecharacter 604 of the enemy character placed in area 1 execute actions.Since the attack range of each of the characters 501 and 604 is fourareas, the character can attack one or more characters placed in fourareas in the opponent deck. The four areas to be attacked may be anyfour areas. Alternatively, the four areas to be attacked may be fourareas including an area in which a character with the highest HP isplaced.

In the case where the card 702 is selected, the character 502 of theuser and the character 604 of the enemy character placed in area 7execute actions. The attack range of the character 502 is one area,whereas the attack range of the character 604 is four areas.Accordingly, the user is damaged in a wider range.

In the case where the card 703 is selected, each character placed in thebottom row makes an attack, regardless of the area identifiers. Indetail, the characters 502 and 504 of the user and the characters 603and 605 of the enemy make attacks. The attack range of each of thecharacters 502 and 605 is one area, and the attack range of each of thecharacters 504 and 603 is one area. Hence, both the user and the enemycharacter can attack a total of three areas.

It is desirable that, in the case where the HP of the character placedin the selected area is already 0, attack is disabled in the turn.

Referring back to FIG. 7, the rest of the flow is described below. Thearea written on the selected card is temporarily stored in the memory113 as a selected area, during the battle (S107).

Each time a card is selected, the determination unit 111C determines,for each deck, whether or not the selected areas match any pattern inthe pattern information table 130D, i.e. whether or not bingo isachieved, with reference to the memory 113 (S108).

In the case where the determination unit 111C determines that bingo isachieved (S108: YES), the execution unit 111B causes the character(s)placed in the deck to execute a special action (S109). Examples of thespecial action include an attack with high attack power, an attributeattack, a full recovery, and a skill improvement. The character that canexecute the special action may be limited to each character withremaining HP, or may also include each character whose HP is 0.

The process from S104 to S109 is repeatedly performed until the HP ofeither deck reaches 0.

OTHER EMBODIMENTS

Though an embodiment has been described above, the present disclosure isnot limited to the foregoing embodiment, and various modifications andchanges are possible based on the technical idea of the presentdisclosure.

For example, in the foregoing embodiment, the mobile terminal 200directly accesses the server device 100 via the network 300. However, inthe case where the communication system includes a Web server, thecommunication with the mobile terminal 200 may be relayed by the Webserver. This contributes to lower security risk.

A method according to a predetermined embodiment of the presentdisclosure is a method implemented in a terminal device that is operatedby a user and is connectable to a server device via a communicationline, the method including: a step of connecting to the server device; astep of displaying an image relating to a battle game in which a userrepeatedly attacks and defends against an opponent using a plurality ofobjects placed in areas arranged in a matrix; and a step of receiving anarea selected by the user.

A computer-readable recording medium according to a predeterminedembodiment may have a program recorded thereon for causing a computer toexecute a step of providing a battle game in which a user repeatedlyattacks and defends against an opponent using a plurality of objectsplaced in a plurality of areas arranged in a matrix, the program causingthe computer to execute: a step of causing the user to select an areafrom the plurality of areas, and holding the selected area as a selectedarea; a step of causing an object placed in the selected area, toexecute a first action; a step of determining whether or not acombination of an already selected area and the currently selected areamatches at least one line which is any of a row, a column, and adiagonal of the matrix; and a step of causing an object to execute asecond action, in the case where the step of determining determines thatthe combination matches a predetermined pattern.

DESCRIPTION OF REFERENCE NUMERALS

-   -   10 game system    -   100 server device    -   110 control unit    -   111 computing unit    -   111A selection unit    -   111B execution unit (first execution unit, second execution        unit)    -   111C determination unit    -   112 image processing unit    -   113 memory    -   120 input unit    -   130 storage unit    -   130A user information table    -   130B character information table    -   130C card information table    -   130D pattern information table    -   140 communication unit    -   200A to 200D mobile terminal    -   300 network    -   501 to 504 character    -   601 to 605 character    -   1 to 9 area    -   701 to 703 card

What is claimed is:
 1. A method for controlling a computer including processing circuitry and a memory, the computer providing a battle game to a plurality of terminal devices used by respective players of a plurality of players over a computer network, and using objects corresponding to each of the plurality of players, the method comprising: storing, in the memory, a plurality of areas associated with the each player; storing, in the memory, a plurality of area identifiers corresponding each to the plurality of areas; storing, in the memory, for each player, information related to an object placed in each of one or more areas of the plurality of areas; receiving, by the processing circuitry, a selection of one or more of input identifiers input by any one of the plurality of players, causing, by the processing circuitry, an object placed in the area corresponding to an area identifier identical with the input identifier to execute an action related to the battle game, the action is at least one of an attack, a defense, a recovery, and an ability change; updating, by the processing circuitry, parameter value of the object in accordance with the progression of the battle game; storing, in the memory, by the processing circuitry, a selected area which the object of which parameter value reaches a predetermined value is placed in; causing, by the processing circuitry, an object of a player associated with the selected area to execute a second action different from the action, when the placement of the selected areas matches a predetermined placement pattern.
 2. The method according to claim 1, wherein the second action is an enhanced action of the action.
 3. The method according to claim 1, wherein the object has, as an action range, the number of areas on which the action is to be executed, and wherein the execution of the action further causes the object of the player to execute the action on, from among the plurality of areas of the opponent, areas in the action range of the object.
 4. The method according to claim 1, wherein in the case where the object placed in the selected area extends across two or more areas of the plurality of areas, the execution of the action further causes the two or more areas to execute the action.
 5. The method according to claim 1, wherein when the placement of the selected areas matches a predetermined placement pattern, the predetermined placement patterns being a plurality of lines which are any of a row, a column, and a diagonal of a matrix, an effect of developing the battle game to a user's advantage is produced.
 6. The method according to claim 1, further comprising calculating a total value of the physical strength value of each of the one or more objects of the player.
 7. The method according to claim 1, wherein each player is assigned a same plurality of areas, for the player, a first set of the identifiers are assigned to the plurality of areas, and for a second player different from the player, a second set of the identifiers different from the first set of the identifiers are assigned to the plurality of areas, such that at least for a same area in the plurality of areas of the player and the second player having a same location, the identifier is assigned differently for the player and the second player.
 8. A game system for controlling a battle game, using objects corresponding to each of a plurality of players, the game system comprising: a server device; and a plurality of terminal devices used by respective players of the plurality of players, wherein the server device comprises processing circuitry configured to: store, in the memory, a plurality of areas associated with the each player; store, in the memory, a plurality of area identifiers corresponding each to the plurality of areas; store, in the memory, for each player, information related to an object placed in each of one or more areas of the plurality of areas; receive, by the processing circuitry, a selection of one or more of input identifiers input by any one of the plurality of players, cause, by the processing circuitry, an object placed in the area corresponding to an area identifier identical with the input identifier to execute an action related to the battle game, the action is at least one of an attack, a defense, a recovery, and an ability change; update, by the processing circuitry, the parameter value of the object in accordance with the progression of the battle game; store, in the memory, by the processing circuitry, a selected area which the object of which parameter value reaches a predetermined value is placed in; cause, by the processing circuitry, an object of a player associated with the selected area to execute a second action different from the action, when the placement of the selected areas matches a predetermined placement pattern, and each of the plurality of terminal devices comprises: a communication circuit configured to connect to the server device; a display configured to display an image relating to the battle; and an input circuit configured to receive the selection by the player.
 9. A server device for providing a battle game to a plurality of terminal devices used by respective players of a plurality of players over a computer network, and using objects corresponding to each of the plurality of players, the server device comprising: processing circuitry configured to: store, in the memory, a plurality of areas associated with the each player; store, in the memory, a plurality of area identifiers corresponding each to the plurality of areas; store, in the memory, for each player, information related to an object placed in each of one or more areas of the plurality of areas; receive, by the processing circuitry, a selection of one or more of input identifiers input by any one of the plurality of players, cause, by the processing circuitry, an object placed in the area corresponding to an area identifier identical with the input identifier to execute an action related to the battle game, the action is at least one of an attack, a defense, a recovery, and an ability change; update, by the processing circuitry, the parameter value of the object in accordance with the progression of the battle game; store, in the memory, by the processing circuitry, a selected area which the object of which parameter value reaches a predetermined value is placed in; cause, by the processing circuitry, an object of a player associated with the selected area to execute a second action different from the action, when the placement of the selected areas matches a predetermined placement pattern.
 10. A non-transitory computer-readable recording medium having recorded thereon a program for a computer including a memory configured to store a plurality of areas associated with the each player, a plurality of area identifiers corresponding each to the plurality of areas, for each player, information related to an object placed in each of one or more areas of the plurality of areas, the computer providing a battle game to a plurality of terminal devices used by respective players of a plurality of players over a computer network, and using objects corresponding to each of the plurality of players, the program causing the computer to execute a process, the process comprising: storing, in the memory, a plurality of areas associated with the each player; storing, in the memory, a plurality of area identifiers corresponding each to the plurality of areas; storing, in the memory, for each player, information related to an object placed in each of one or more areas of the plurality of areas; receiving, by the processing circuitry, a selection of one or more of input identifiers input by any one of the plurality of players, causing, by the processing circuitry, an object placed in the area corresponding to an area identifier identical with the input identifier to execute an action related to the battle game, the action is at least one of an attack, a defense, a recovery, and an ability change; updating, by the processing circuitry, the parameter value of the object in accordance with the progression of the battle game; storing, in the memory, by the processing circuitry, a selected area which the object of which parameter value reaches a predetermined value is placed in; causing, by the processing circuitry, an object of a player associated with the selected area to execute a second action different from the action, when the placement of the selected areas matches a predetermined placement pattern. 